📄 mesh.h
字号:
// Mesh.h: interface for the Mesh class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_MESH_H__5BD4F6BC_11A9_46C6_A2F8_F0A232B03ECC__INCLUDED_)
#define AFX_MESH_H__5BD4F6BC_11A9_46C6_A2F8_F0A232B03ECC__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Edge.h"
#include "Vector.h"
class Face;
class Vertex;
class Edge;
#include <set>
#include <vector>
#include <functional>
using namespace std;
#define FOR_EACH_VERTEX(itr) for( VERTEXPOS itr = m_pVertexes->begin(); itr != m_pVertexes->end(); ++ itr)
#define FOR_EACH_SUBVERTEX(itr) for( VERTEXPOS itr = m_pSubdivVertexes->begin(); itr != m_pSubdivVertexes->end(); ++ itr)
#define FOR_EACH_EDGE(itr) for( EDGEPOS itr = m_edges.begin(); itr != m_edges.end(); ++ itr)
#define FOR_EACH_FACE(itr) for( FACEPOS itr = m_faces.begin(); itr != m_faces.end(); ++ itr)
#define FOR_EACH_CONST_VERTEX(itr) for( VERTEXSET::const_iterator itr = m_pVertexes->begin(); itr != m_pVertexes->end(); ++ itr)
#define FOR_EACH_CONST_SUBVERTEX(itr) for( VERTEXSET::const_iterator itr = m_pSubdivVertexes->begin(); itr != m_pSubdivVertexes->end(); ++ itr)
#define FOR_EACH_CONST_EDGE(itr) for( EDGESET::const_iterator itr = m_edges.begin(); itr != m_edges.end(); ++ itr)
#define FOR_EACH_CONST_FACE(itr) for( FACESET::const_iterator itr = m_faces.begin(); itr != m_faces.end(); ++ itr)
//#define FOR_EACH_ITEM(itr, itrset) for( itrset::iterator itr = itrset.begin(); itr != itrset.end(); ++ itr)
class Mesh
{
public:
bool load3dsFile(CString fname);
Mesh* splitTriangleMesh();
int addSubdivVertex( Vector3d &v );//添加细分顶点函数
enum /*RenderType*/{ RenderVertex, RenderEdge, RenderFace};//枚举随即顶点,边,面
typedef set< Edge, less< Edge > > EDGESET;
typedef set< Edge, less< Edge > >::iterator EDGEPOS;
typedef vector<Face> FACESET;
typedef vector<Face>::iterator FACEPOS;
typedef vector<Vertex> VERTEXSET;
typedef vector<Vertex>::iterator VERTEXPOS;//vector类的迭代器
// problems with FACEPOS ...
EDGEPOS findAndInsertEdgePos(int bgVertexIdx, int edVertexIdx);//寻找和插入边
int addFace(vector<int> & faceVertexsIdx);
int addVertex(double x, double y, double z);
int addVertex(Vector3d& d);
// Face* getAdjFace( const Face &f, const Edge &e );
int getAdjFace(int fidx, const Edge &e); // return -1 for none获取邻接面
Vertex& getVertex( int idx );
Edge& getEdge(EDGEPOS ep);
Face& getFace(int idx);
void sortVertexAdjFace(int vi);
void saveObjFile( CString objFile );
bool loadObjFile( CString fname );
void printMeshInfo();
void dump() const;
void GLSetVertex( Vector3d &v );
void GLSetNormal( Vector3d &v );
void render( int type );
void reset();
Mesh();
virtual ~Mesh();
Mesh* calcDooSabinSubdivMesh();
Mesh* calcCatmallSubdivMesh();
Mesh* calcLoopSubdivMeshSep();
Mesh* calcLoopSubdivMesh(bool divBeforeLoop);
Mesh* calcsqrt3SubdivMeshSep();
Mesh* calcsqrt3SubdivMesh(bool divBeforeLoop);
//Mesh* preparesqrt3SubdivMesh()
//Mesh* sqrt3SubdivMesh(bool divBeforeLoop)
//Mesh* sqrt3SubdivMeshSep()
// void calcCatmullSubdivVertex();
private:
void prepareLoopSubdivMesh();
void prepareDooSabinSubdivMesh();
void prepareCatmullSubdivData();
void preparesqrt3SubdivMesh();
FACESET m_faces;//面类向量的对象
VERTEXSET* m_pVertexes; //顶点类向量对象 assume that the vertex will not overlap..
EDGESET m_edges; //边类向量对象
VERTEXSET* m_pSubdivVertexes; //顶点类向量对象 use pointer such that vertex can be quickly copied from this to subdiv mesh
};
#endif // !defined(AFX_MESH_H__5BD4F6BC_11A9_46C6_A2F8_F0A232B03ECC__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -